Commit Graph

173 Commits

Author SHA1 Message Date
nethack.allison
a732a87ee2 tame hidden monster message
<email deleted> wrote:
> * Searching next to a tame hidden monster gives the message "You find a
> <kraken>." It should be "your <kraken>."

While I don't consider this a bug, the change seems appropriate.
2006-02-24 02:54:58 +00:00
nethack.rankin
d83513b471 leather spellbook revisited
Change the description of leather spellbook to leathery.  Eating it
does not violate vegan or vegetarian conduct.  [By shear coincidence, I got
``Blecch!  Rotten paper!'' for it while testing this.]
2006-02-23 05:10:21 +00:00
nethack.rankin
6bcfa8f88b [baby] long worms
Between the addition of worm body parts and the phrasing of engulfing/
digesting status, I remembered an oddity with the vanquished monster list:
it shows baby long worms right next to adult long worms; both were defined
as level 8 monsters.  It also turns out that babies dealt more damage per
attack than adults; that was counterintuitive, to put it mildly.  Boost
long worms from level 8 to 9; drop baby long worms from level 8 to 5, half
rounded up just like the relationship between baby and adult purple worms
(who are levels 8 and 15, respectively).  And increase the damage for adult
long worm attack (was 1d4, now 2d4); drop it for baby (was 1d6, now 1d4).
2006-02-21 06:32:53 +00:00
nethack.rankin
b6b522398d fix part of #H43 - probing feedback when engulfed
From a bug report, feedback of the form

Status of the fog cloud (neutral):  Level 2  HP 5(5)  AC 0, engulfed you.

sounds odd.  "Engulfing you" seems a little odd as well, since the engulf
has already taken place, but I think it works out better.  For symmetry,
replace "swallowed you" by "swallowing you".  But that one will never
occur, because all the animals with engulfing attacks will now yield the
more precise and much more significant "digesting you".

     The code formatting is strange.  Lining up the text parts works out
a lot better than attempting to fit the associated tests within the space
left after the large indentation being used.
2006-02-21 06:07:22 +00:00
nethack.allison
b6eff2405a leather spellbook
<Someone> wrote:
> * Eating a leather spellbook doesn't violate
> vegetarian conduct. I suggest you rename it to
> something else. (May I suggest "bark"?) Also, I refuse
> to consider "leather" to be a colour or texture.
> * While as a water nymph in water, seducing an unseen
> monster on dry land sometimes gives away its identity.
> * When submerged iron golem monsters residually
> "rust", and the rust damage kills them, it doesn't
> report their death.
> * Drum of Earthquake says "the entire dungeon shakes
> around you" even when you're in the Endgame or the
> Quest's top level.
> * Wishing for a statue of a guard, then destoning it,
> then chatting to it, makes it say "drop that gold"
> without context. This could probably be extended to
> other cases, too (like Croesus?)

This corrects only the first complaint in the list above.
2006-02-21 03:28:57 +00:00
nethack.allison
abb47e6fc6 frying water elementals
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>

[...]
- When polymorphed into a water elemental, falling
into lava still says "you burn to a crisp."
[...]
2006-02-19 22:35:23 +00:00
nethack.allison
3ea07e2ef0 anatomy bits
Subject: Some problems to report!
Date: Tue, 17 May 2005 07:01:40 -0700 (<email deleted>
<email deleted>

Hi. I'm a sourcediver but not a source compiler.
I use the Mac carbon port under Mac OS X. But enough
about me; I noticed these things:

	Polyself/Anatomy Bugs:

- Mimics are amorphous, so they should have jelly
parts rather than animal parts.
- Piercers, trappers and lurkers above have animal
parts, including "head," but they are M1_NOHEAD.
- All elementals have vortex body parts. This should
only be the case for air elementals.
(Remember: stalkers, unlike the other elementals, have
heads.)
- Krakens ought to have tentacles, like jellyfish. ("A
gush of water hits the kraken's left fin!")
- Worms have snake body parts, but they shouldn't have
scales.
[...]

 This patch:
- adds worm_parts
- gives krakens tentacles
- ensures that stalkers have a head
2006-02-19 21:57:54 +00:00
cohrs
57c3fa60b7 C343-3 creation of the Ranger quest start level
Normal maze levels are initialized from x == 3 thru COLNO-1.  However,
levels that use the INIT_MAP spec go thru mkmap, which initializes the level
starting at x == 1.  This usually makes no difference, but does in the case
of levels that also use GEOMETRY:left.  This was the case with the Ranger
start level and caused the leftmost 2 locations to be room locations but
unreachable.  The Juiblex level actually had the same behavior, but this
was harmless because the MAP in that case was smaller.

Fix is to set the xstart=1 for levels with INIT_MAP and GEOMETRY:left.
The rest of sp_lev works just with this (when INIT_MAP was used, that is).
2006-02-12 01:45:54 +00:00
arromdee
3f493c2518 fireproof candles 2006-02-09 03:40:26 +00:00
cohrs
cf05c21190 not really a typo
revert to "persecuted", add a comment
2006-02-05 17:09:57 +00:00
cohrs
72d68851e2 M164: finding saved games in QT nethack start
Only 5 months old.  The Unix code to find saved games, currently only enabled
for Qt use, fails to use fqname and SAVEPREFIX, so it doesn't find saved
games when prefixes are in effect.
2006-02-05 00:58:13 +00:00
cohrs
a1b0e08421 Xorns in stone outside Sokobon and other special levels
First reported 12/13/2003, I think, but my archives contain more recent reports
too.  Special level specs like NON_PASSWALL and NON_DIGGABLE only apply
to the map sections for which they are specified.  So, on special levels of
Sokobon, the large surrounding area is stone, but have no special flags set.
So, it was possible to teleport a Xorn and have it appear in this outer area.

Addressed this by checking the perimeter of the map(s) and if all are
nondiggable and nonpassable, propagate this to the surrounding stone.
This appears to be the intent on such levels, so there is no need to
force the affected special levels to explicitly specify this.
2006-02-04 23:51:26 +00:00
cohrs
0bec6ce08e another typo
One of the numerous items From a bug report, but it really doesn't make sense.
2006-02-04 21:18:15 +00:00
cohrs
f11d009b4c gender and size of leaders and nemeses
Combo fix based on several reports and additional research.
In quest.txt and/or data.base, the Grand Master, Arch Priest, Ixoth, Master
Kaen, Nalzok, Scorpius, and the Master Assassin are all referred to as male
via reference: his or him.  Ideally, there would be a way to parameterize
this in the quest.txt, but I don't see a clear way to do that at this time.
For the time being at least, set the M2_MALE flag for these monsters.

The Dark One was referred to via "his" once in the quest.txt.  This case
I was able to modify the offending text rather than forcing a gender.

Orion and Norn are referred to as a giant in data.base but their size did
not correspond.  I left the symbol as S_HUMAN although perhaps it should
be S_GIANT.  Finally, Orion, the Norn, Cyclops and Lord Surtur, as
giant-types, should be able to tear webs.
2006-02-04 20:34:26 +00:00
nethack.rankin
e2dd0a12ae fix #H30 - rn2(0) from off by 1 bug in special level door creation
From a bug report, the placement
of random doors by the code that loads special levels would attempt to
evaluate rn2(0) and either get a divide by zero crash (normal build) or an
impossible warning (DEBUG enabled when compiing rnd.c, done automatically
when BETA is defined).  The problem was only noticable for random door in
a 1x1 room; none of our distributed levels specify such a thing so regular
users won't have encountered this bug.  It's a one line fix.

     Altar placement in temples also had a quirk of a similar nature.  It
wouldn't trigger rn2(0) problems but would always place the altar to left
of mid-point in rooms with even width and above the center point in ones
with even height.  Now the placement is randomized so that sometimes it'll
be to the right and/or below mid-point in such cases.

     This also simplifies a couple other instances of similar expressions
that I spotted.
2006-01-29 04:32:04 +00:00
cohrs
eb4c9211ad M144: grammar bit in guidebook
Agree with the reporter that 'norm to which' reads better.
2006-01-24 07:24:54 +00:00
cohrs
03185043d8 knight quest message bit
I noticed this a while back while inspecting an unrelated report.
It seems to me the breath of a dragon is more like broiling than baking
and thought the message wasn't consistent with this.
2006-01-24 07:17:41 +00:00
nethack.rankin
cfbc5194ae fix #H12 - unseen wand of striking becoming known
From a bug report:  while hero
was blinded, monster zapped him with a not-yet-discovered wand of striking
and the wand type became discovered.  The report was slightly off; the
described case is already handled correctly.  However, if the zap happened
to hit a door, the wand would incorrectly be made known even when not seen.
2006-01-05 03:50:08 +00:00
nethack.allison
aa77c621d6 Only count successful statue creations against the monster limit. 2006-01-03 13:20:13 +00:00
nethack.rankin
3d97eafe18 fix #H11 - forcing lock with mattock
From a bug report:  dwarvish mattock was
subject to breaking when attempting to force a lock, because it is treated
as a bladed weapon.  So is pick-axe; they're both defined as blunt (WHACK
attack mode), but the definition of is_blade() erroneously includes them
since P_PICK_AXE falls between P_DAGGER and P_SABER.  That skill should be
renumbered, but I haven't investigated what else might happen when that's
done so this fix uses a special case instead.

     I noticed that there was an unnecessary old check for rubber hose;
it's excluded along with whip by the skill > P_LANCE test.  When fixing
that up, I realized that the obscure feature of forcing via statue was
broken; it always failed the skill < P_DAGGER test.  Also, I took away the
exception for aklys; even though designed as a throwing weapon, it is used
as a club.  I wasn't sure about the exception for flail; it is perfectly
capable of bashing things but the code apparently excludes it for use as
a prying implement.  Switching its check to P_FLAIL catches grappling hook
along with it.
2006-01-03 05:28:13 +00:00
nethack.rankin
fe5d79c859 genociding mindflayers
When looking at name_to_mon() to teach it how to cope with possessive
suffices, I discovered that it already knows how.  But while looking at
it, I remembered a newsgroup complaint from a while back by someone who
accidentally committed suicide by attempting to genocide "master mindflayers"
(when he meant "master mind flayers").  name_to_mon() didn't recognize that
misspelling but it did match "master" as a role title.  Unfortunately for
the player, his character was a monk; the game allowed him to genocide his
own role and he died.  That's kind of harsh for such a likely misspelling.
(I don't think a monk is very likely to ever use "master thief" as a mistake
for "master of thieves", but catch that one too just in case.  Conversely,
recognize "master of assassins" as an alternate for "master assassin".)

     Also, wishing for "the <something>" strips off "the" and finds (or not)
<something>, but genociding didn't.  You could specify "a wolf" to wipe out
all wolves, but "the wolf" yielded "such creatures don't exist", and ^G had
similar unfriendly behavior.  This extends name_to_mon() to handle it.
2005-12-31 06:19:04 +00:00
nethack.rankin
bd3a5466dd you summoned it!
From a bug report, "You have summoned it!" (when human
sacrifice brings a demon which you can't see) is poorly worded, to put it
mildly.  I'm sure there are plenty of other places where "it" seems odd,
but this one is now fixed....
2005-12-27 03:45:27 +00:00
nethack.rankin
b4cc1427d9 diagonal blockage exceptions
From a bug report, amorphous creatures can fit underneath
closed doors but could still be considered too big to fit through diagonal
gaps.  Let them and several other shapeless or flexibly shaped critters
squeeze through provided that they pass the not-carrying-too-much check.
2005-12-23 04:35:24 +00:00
nethack.rankin
a43a3ac988 fix #H4 - remote recognition of Astral Plane high priests
From a bug report:  the Call command's
prompt is careful not to include "of <deity>" when asking what name to give
a high priest on the Astral level, but the resulting rejection message of
"the <unique monster> doesn't like to be called names" did not, resulting
in feedback of "the high priest of <deity>" and giving away which temple it
is from afar.
2005-12-23 02:51:06 +00:00
nethack.rankin
1b34a48d0c levitation timeout
Forwarded from the newsgroup by Michael:  giving a count before '.' to
rest many turns wouldn't be interrupted by having levitation end (despite
autopickup taking place at the time, which is what the thread is about but
not all that relevant to this particular issue).  Stopping counted activity
is easy, so that's all I've done.  Stopping a timed occupation would be a
lot harder due to message sequencing; I'm not going to attempt it.
2005-12-15 04:20:23 +00:00
nethack.rankin
baff3bc88b fix object lost panic (trunc only)
While testing some killer_xname() changes, I noticed that it was
feasible to avoid having some gear destroyed by causing a hangup after
getting the destruction message.  And while testing the fix for that, I
stumbled across a panic situation (not caused by my changes).  If you
survive entering lava while wearing water walking boots (and aren't fire
resistant yourself, and don't have enough hit points to survive 6d6
damage, and your boots aren't fireproofed...), having those boots be
destroyed will dump you back into the same lava recursively (lava_effects
-> Boots_off -> spoteffects -> lava_effects).  And if you survive that
(wizard/explore mode or life-saving), there will be a panic when finishing
deletion of the boots (useupall) because the recursive call will have
already done it (since they aren't worn anymore when inner call handles
them, no additional recursion gets triggered and object deletion happens).

     Some of the other stuff I was working on is mixed in here because
this is the configuration I ended up using to test the panic fix.

     Several Makefiles are missing the dependency for context.h (post-3.4.3
revision).  If yours is, then you'll need to force a full rebuild after
applying this or you'll end up with havoc.  (Mine was, but I noticed that
the expected full build wasn't happening and interrupted it to fix that.)
2005-12-08 05:45:43 +00:00
nethack.rankin
c394330208 drawbridge feedback
From a bug report:  playing mastermind
with the castle drawbridge yields a sequence of "you hear tumblers click and
gears turn" messages when the notes are partly right, but no sound when all
notes are right and you succeed in opening the bridge.  Blinded hero won't
know that it has opened and could reasonably expect to have heard 5 gears
turning.  This gives a general gears turning message (for any bridge changed
by any means, not just castle's tune) when it opens or closes out of view of
the hero.  So, you get a message about seeing it open when that is the case,
or about hearing gears if you can hear but not see, or no feedback if you
can't see it or hear it (You_hear() is a no-op when you're deaf).

     Also, scatter some iron chains when a drawbridge gets destroyed.  Iron
chain seems to be the only really suitable item available for bridge debris.
2005-12-06 03:19:33 +00:00
nethack.rankin
cbab68a4bb spheres vs objects
Another one from <email deleted>:  freezing spheres have the NOTAKE
attribute but flaming and shocking spheres don't.  That means that tame
critters of the latter two types will pick up and drop things.  I only saw
it happen with single gold pieces in my limited testing; I guess they're
really weak.

     This one sounds sort of familiar; I think it might have been reported
before.  The fix is so trivial I don't know why it didn't happen.
2005-12-04 05:03:52 +00:00
nethack.rankin
1bb476cfe5 demon graft
From a bug report, bribeable demons will demand money when
hero has fainted from lack of food and hero can pay while unconscious.  I
decided to just borrow from vault guard behavior and have the hero regain
consciousness.  It turns out that reset_faint() has been broken since a
long ago (before my time...) change to nomul() [nomul(0) is a no-op while
fainted since multi is negative then].  Now fixed; both bribe-demanding
demons and vault guards will cause fainted hero to wake up when they arrive.
If hero can't move for some reason other than fainting, demons will skip
the bribe demand and immediately become hostile (vault guard in that case
goes away after saying that he'll return).  There is no deafness handling;
perhaps the bribe demand is accompanied by sufficient pantomiming for the
hero to figure it out?  ;-)

     Also fix an unintended potential alignment hit against the player if
bribeable demon is killed after becoming hostile due to misjudging displaced
hero's location.
2005-12-04 04:12:45 +00:00
nethack.rankin
22269488fa quest message tweaks
From a list of bugs sent by <email deleted>, the initial message for
the knight quest included the phrase "looking closer" which isn't suitable
if the hero is blind at the time.  Also, one samurai guardian message used
"ninja" (assassin, more or less) where it ought to have been using "ronin"
(samurai without any master, a disgrace).

     The archeologist and tourist quests' initial messages had similar
blindness problems with "look".  (There are still at least 3 other places
which use "appear"; I've left those alone.)
2005-12-04 03:05:18 +00:00
nethack.rankin
d4c28b30a2 killer reason tweaks
A couple of items pointed out by <Someone>:  the killer reason
when hit by mis-return of thrown Mjollnir would vary depending upon whether
it was fully identified, unlike several other death-by-missile cases which
force the object to be described as if fully ID'd.  Also, the killer reason
when death is caused by kicking an object would give way too much detail
about the object if it was ID'd.  Fix both by switching to killer_xname().
Now "killed by a war hammer named Mjollnir" becomes "killed by Mjollnir"
(same as when already ID'd), and "killed by kicking 5 cursed poisoned -1
orcish arrows" becomes "killed by kicking orcish arrows" whether ID'd or not.

     [Trunk only] question?  Should being hit by returning Mjollnir really
be receiving half-physical-damage reduction when hero has that attribute?
It ignores the fact that Mjollnir is also dishing out lightning damage.
Are other artifact hits ignoring such things too?
2005-12-03 04:46:48 +00:00
nethack.rankin
6708e01a47 fix #Q235 - rubbing against known touchstones
Allow rubbing any object against any touchstone even when the latter
is known so only gems make sense.  Also, propagate an earlier fix which
allowed rubbing gold against known touchstones to the branch (it had been
trunk only).
2005-11-29 02:28:52 +00:00
nethack.rankin
dce306df5b fix #Q227 - cancelling items in shop entrance (trunk only)
From a bug report:  cancelling objects
in a shop doorway or one step inside would cause the shopkeeper to brand you
a thief.  The relevant code is trying to handle the case where you're inside
one shop and zap a wand or spell from there into another one; it didn't cope
with being in the neutral area of a single shop.
2005-11-17 03:51:16 +00:00
nethack.rankin
179e30b2fe X11 typo
From a bug report:  fix a typo for mouse
position handling in set_button_values().  I have no way to test this,
nor can I tell whether it could have ever impacted anyone.  The old code
clearly had a mistake and the fix is obvious.
2005-11-13 05:55:32 +00:00
nethack.rankin
90a9978c33 fix #Q221 - inappropriate vault guard message when embedded gold reached
From a bug report:  when a guard who's
leading the character out of a vault comes across gold (from mineralize()
usually, but a player could deliberately seed the area in xorn form), the
message "the guard calms down and picks up the gold" was given even though
the guard wasn't angry.  Pick up such gold as soon as temporary corridor
reaches it so that on his next move the guard won't mistakenly think that
the hero has just dropped it.
2005-11-12 03:19:22 +00:00
nethack.rankin
fa708fe73b chest trap bit
From a bug report, the "you stagger"
message when a trapped chest releases a cloud of gas shouldn't include the
inaccurate phrase "and your vision blurs" if hallucination is blocked by
Grayswandir.  Suppress it in that case.
2005-11-02 02:35:31 +00:00
nethack.rankin
0defd00b4b fix #Q211 - inappropriate vault feedback
From a bug report, you'd get the message
"the corridor disappears" whenever a vault guard was killed, even if the
temporary vault corridor was already gone due to leaving its vicinity.  This
fix seems to work ok, but I don't pretend to understand how the convoluted
vault code actually works.
2005-10-29 04:07:21 +00:00
nethack.rankin
c1393e508f key use by pets
Spotted when fixing the Rogue level digging/phasing bug:  pet movement
was setting up the wrong flag for pets who happened to be carrying a key.
This wasn't particularly noticeable because they tended to drop keys right
after picking them up.  And apparently the checks elsewhere in movement
prevented that wrong flag from having any effect; once I changed it so that
pets would hang on to keys, I never saw them break a door down with one.
Now they'll keep keys, similar to unicorn horns and pick-axes, and use them
properly.  The door unlocking message needed a tweak because it assumed
that the opener was on the far side trying to reach you and looked quite
odd when you could see the action taking place.

     I've put this into the fixes file as a new feature rather than a fix.
2005-10-11 04:22:18 +00:00
nethack.rankin
fb6cbd37e7 fix C343-3 / #U793, tame h and U don't dig on Rogue level
From a bug report, 2003:  a
pet who normally would dig could pass through walls and solid rock on the
Rogue level without leaving a tunnel in its wake.  Monsters are explicitly
prohibited from digging on the Rogue level, but pet movement ignored that
and specified that locations accessible via digging were valid destinations;
actual movement bypassed the digging step so it acted like passthru.
2005-10-11 03:47:27 +00:00
nethack.rankin
7b1b472c33 alignment of Angels
From a bug report, the probing/stethoscope code assumed that all Angels
(the specific monster type, not the whole 'A' class) used the epri extension
to hold alignment, but that's not true for randomly generated ones.  So
monster status feedback gave erroneous results, and it would vary based on
pet behavior if the random Angel had been tamed.  Also, touch_artifact()
didn't know about special alignment handling for Angels and aligned priests
so always used their default alignment.

     There are other problems with Angels--such as whether they should even
be allowed to be generated randomly in the first place--that this doesn't
attempt to address.  The patch for that was starting to sprawl all over the
place so I pulled this simpler bit out for a first cut.  Probing now shows
the Wizard of Yendor as unaligned instead of lumping him in with chaotics.

     Another Makefile update needed:  pline.[c,o] no longer needs epri.h.
2005-10-05 05:15:46 +00:00
nethack.rankin
fa7fd20cae handling of {DEC,IBM,MAC}graphics options
Fix the problems From a bug report.  So having
  OPTIONS=IBMgraphcs
  OPTIONS=noDECgraphics
would yield an ASCII display instead of showing IBMgraphics, but IBMgraphics
flag in the Options list would falsely show as on.  Manually toggling it off
put things back into sync.

     Avoiding the false setting is completely trivial.  And fixing the
inappropriate override turns out to be easy too, unless I've bungled this.
One thing it does not do is try to warn about attempts to set conflicting
options like
  OPTIONS=IBMgraphcs
  OPTIONS=DECgraphics
Fixing that seems to be too messy to bother with, particularly since the
game runs ok (leaving the setting handled last in place).
2005-09-24 04:21:50 +00:00
nethack.rankin
7ec0d054a4 fix #M178 - mirror feedback for unID'd looking glass
From a bug report, applying a
mirror at sleeping Medusa yielded "too tired to look at your mirror" even
even though the item being used was listed in inventory as "looking glass".
Several other messages and any target monster would produce similar things.
Perhaps they should auto-ID when applied, but I changed messages to use
the description if real name isn't known.

     This also treats incubi identically to succubi regarding mirrors:
they like to see their own image and will take the mirror away when one is
applied at them.
2005-09-22 04:57:48 +00:00
nethack.rankin
1c290666a6 choking on gold
From a bug report:  "choked on an a very rich meal".
2005-09-10 02:40:51 +00:00
nethack.rankin
6e987c27af gems vs snoozing unicorns
From the newsgroup three or four weeks ago:  sleeping or pararlyzed
unicorns would catch thrown gems despite being unable to move.  Now they'll
magically dodge instead--in other words, thrown gems will always simply
miss the target (and land at its feet) when a unicorn is unable to move.
The unicorn won't be angered or awakened by the attempt.
2005-09-07 04:51:56 +00:00
nethack.rankin
d129f6760e fix vision bug - moving a subset of boulders from a location
From a bug report.  Pushing one
boulder from a location which had more than one would open up line of sight
at that spot as if all boulders there were gone.
2005-09-04 03:06:20 +00:00
nethack.rankin
e3f1716da9 consistent level change messages
From a bug report: #M30: 3.4.2 bugs and ideas); describe
flyers (poly'd hero or riding flying steed) as flying when they use ladders
or jump down holes.  This also gives feedback when using the stairs in the
ordinary up or down case, where no message was previously given.
2005-09-03 05:36:40 +00:00
nethack.rankin
545239f4b1 fix M167 - hero lycanthrope vulnerable to level drain
From a bug report, player's character inflicted
with lycanthropy doesn't gain level drain resistance when in normal form
even though lycanthrope monsters do have it when in their human form.  The
report claimed that the character didn't gain it when in beast form either,
but the code--and testing--suggests otherwise.

     The same resist_drli() call used for monsters is used for the hero,
but the is_were() check there isn't able to recognize a lychanthrope hero
since youmonst->data doesn't track that when in human/normal form.  This
adds another more specific check to handle that case.
2005-09-02 06:29:15 +00:00
nethack.rankin
8ce7216a0c fix M159 - crash at end of prayer
Fix the crash caused by division by zero (attempt to compute rn2(0))
when deciding prayer boon for a character whose Luck went negative during
the course of the prayer.  <email deleted> triggered it
by killing a shopkeeper with the ongoing damage from a scroll of stinking
cloud; his non-chaotic character was branded a murderer and lost two points
of Luck after the prayer was already in progress.  (Prayers fail when Luck
is already negative, so the code to pick a boon expects non-negative values;
the fact that is always adds at least +2 leads to me to suspect that someone
already realized that luck timeout on Friday 13th could result in Luck of -1
at the end of a successful prayer--that value doesn't trigger this crash.)
2005-09-02 06:00:44 +00:00
nethack.rankin
bbc825f9d9 grammar for graveyard sounds
For "the hair on the back of your neck stands up" or "the hair on
your head seems to stand up" make subject and verb agree when poly'd into
forms where "hair" is replaced by something explicitly plural like "scales"
or "cilia".
2005-08-30 05:14:07 +00:00
nethack.rankin
dc1b1e1ce4 tourist leader's greeting
Fix typo From a bug report.
2005-08-27 04:49:16 +00:00